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Forum Index - 3Dimensional - Crystal Skull

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-cdballew
Moderator
cdballew

3 years ago
Or is that CHRIStal skull? hahaha ...haha ..damn I'm sad.

Can anyone tell me how to get the skull to catch or hold more light.
They say the real skulls are difficult to photograph.
I'm using Arch+Design mental ray material.
I know the background is partly the reason it looks black, but I want to keep it dark.
I have 5 spot lights pointed at it.



Chris

-cdballew
Moderator
cdballew

3 years ago
I started to not post the pic until tomorrow tongue.gif
Chris

+isaac
Moderator
isaac

3 years ago
I'm doing paper work right now. I'll keep the problem in mind.

+Jamie
Admin
Jamie

3 years ago
The problem is the black background unfortunately.

Nice work tho smile.gif
Please support us and post a [Link to www.digitalartsfront.com] on your website.


-Tyson
Senior Member
Tyson

3 years ago
Try making the black plane not visible in reflection refraction and use a brighter HDR map in the environment

+isaac
Moderator
isaac

3 years ago
x2

+isaac
Moderator
isaac

3 years ago
Under "environment" add a dark gradient.

+isaac
Moderator
isaac

3 years ago
Oh and your skull looks very nice! I like where you're going with it.

-cdballew
Moderator
cdballew

3 years ago
Thanks, I see what you guys mean about the background.
I'll work on that.
How can I get the skull material to have sort of a volume inside the skull, like imperfections or grain and still have a smooth surface outside?
I just started messing around with Arch+Design materials. Anybody use those much?
Chris

+Steve Martin
Moderator
Steve Martin

3 years ago
I think you'll have to model that in detail in. Nothing to drastic, probably just some stretched spheres should do it. Maybe.
[Link to www.3dprevis.com]

-cdballew
Moderator
cdballew

3 years ago
Ahh, I never considered modeling some grain or whatever, I'll see how that works. I did use ProCutter but that just made it look broke.
Chris

-Tyson
Senior Member
Tyson

3 years ago
I havent used arch design materials before but the best way to create semi transparent materials is to use glossy refraction in either maxwell or vray. I'm guessing you like the way mental ray handles caustics so maybe you could do a render pass with another renderer and comp it onto the mental ray render in post.

Maxwell does those effects so well its almost scary. with vray you would map the refraction glossyness with some scratches or something and crank up the subdivs to 50.

-cdballew
Moderator
cdballew

3 years ago
Yeah, I like mental ray for a several reasons, I just wanted to see what all I could do with arch design mats.
Chris

-cdballew
Moderator
cdballew

3 years ago
Image one is with noise in the refraction glossiness slot. I think with the right map/amount that would work.

Image two I put some noise in the translucency weight slot.
Both images have modeled things floating about inside the skull.

I think I need a combination of both.

Chris

+Steve Martin
Moderator
Steve Martin

3 years ago
Yeh, I think image2 looks better, but it's not quite perfect as you say. I don't think anyone has mentioned it, but the pedestal looks great.
[Link to www.3dprevis.com]

-cdballew
Moderator
cdballew

3 years ago
Thanks, I'm thinking of adding some little shoots of grass or other plant life growing in the cracks of the pedestal.
I might break out the old ivy generator and see what that does. I had problems the last time I used it, so I may be asking for some help with that.

Image one looks like cheap glass doesn't it?
Chris

-Tyson
Senior Member
Tyson

3 years ago
Image 2 is working well, I think it would look cool if the reflections were slightly glossy in places too like it was a little bit dusty or scratched. plus maybe adding another light that kicks it up on the left of the image would improve the solid look of the object.

+isaac
Moderator
isaac

3 years ago
"I think I need a combination of both."
Is this for an animation?

You could add add dust particles to the top of the model using "falloff".

-cdballew
Moderator
cdballew

3 years ago
Where would I put falloff? explain.
Chris

+isaac
Moderator
isaac

3 years ago
I think you're using arch+design for mental ray, so that's what I used.
Diffuse Level> Falloff (type:Towards /away. Direction: WorldZ-Axis. Then i had to adjust the MIX Curve)>Cellular(For the dust particles).

Reflection Level> Same falloff settings, but black and white to act as a mask.

Refraction Level> Same falloff settings, but black and white to act as a mask.

Hope that helps! smile.gif



-cdballew
Moderator
cdballew

3 years ago
Oh, in answer to you're question, I wasn't planing on making an animation, but I might since you mentioned it, maybe some sort of lighting effect?

I'll try playing with falloff and see what I get.
How would you make the surface more, I don't know, how you say, scratchy? Not really scratchy but silky spider webby specularish anisotropic type sheen and still maintain the smooth surface.
That make sense?

Thanks
Chris

+isaac
Moderator
isaac

3 years ago
To have the dust seem more, "web like"? So that it appears that cobwebs are stuck to parts of it?

-cdballew
Moderator
cdballew

3 years ago
No, not actual webs, that would be cool though.
I'm referring to the surface quality. Tiny, almost microscopic scratches.
Chris

+isaac
Moderator
isaac

3 years ago
What about drawing some 'tilable' white lines in photoshop and using that as a lite bump map?

-Tyson
Senior Member
Tyson

3 years ago
Can I just ask, what are the things you particularly like about mental ray as opposed to vray, brazil, maxwell etc..? Only because I'm asked alot about the pros and cons of different renderers and I haven't really pushed mental ray very far in the line of duty. I've found the caustics are very nice and simple to get working and the ambient occlusion, and skin shaders are also great in mental ray, what other features do you find work better in mental ray than other rendering solutions?.

-cdballew
Moderator
cdballew

3 years ago
Your right, it needs some sort of surface quality variation or dust.

I haven't used Brazil or Maxwell.
I wish I could give you an intelligent answer on the pros and cons of v-ray vs. mental ray.
I can't say I like one better than the other. Part of why I tend to lean toward MR is comfort, that's what I started using first. As you mentioned the caustics are easier, I have a hard time with v-ray in that respect. MR's controls seem to be more responsive, for someone like me it makes trial and error easier. With MR a little change in values seems to go a long way where as with v-ray I tend to have to really jack up values to see a difference. That can suck when you don't know exactly what you're doing. smile.gif

All in all there is always a trade off for me.
When I use MR, I can almost always find a place I'd like to put a v-ray light or material.
When I use v-ray, I can usually find a place for a nice simple raytraced mat or some other something that doesn't work with v-ray.

Sometimes you need a screwdriver sometimes you need a wrench.

Chris

+isaac
Moderator
isaac

3 years ago
Mental Ray comes with max so I've become comfortable with it... frown.gif

-Tyson
Senior Member
Tyson

3 years ago
I know a complex way to do superfine scratches using nested blend materials but its a vray thing. Maybe try The map below in your glossyness. or in the falloff map set to perpendicular parallel. Your answer to my question is certainly fair enough. i started using GI with an early version of brazil and it took me a while to get used to vray too, I know mental ray has improved alot in recent version aswell. I may have to dedicate some time to it at some point. Heres the map. It works pretty well if you tile it a bit.



+Steve Martin
Moderator
Steve Martin

3 years ago
I've seen that map before...
[Link to www.3dprevis.com]

+isaac
Moderator
isaac

3 years ago
x2 I made my post above before I saw this one. This should work.

-Tyson
Senior Member
Tyson

3 years ago
Back at the luny academy?

-cdballew
Moderator
cdballew

3 years ago
Dude!! That map you gave me melted my skull! hahahaha

Chris

+isaac
Moderator
isaac

3 years ago
Ah ha that's crazy!

-cdballew
Moderator
cdballew

3 years ago
That was actually a crazy attempt at making a spiderweb.

I kinda fixed it, I'm still not happy!

Chris

+isaac
Moderator
isaac

3 years ago
oh! but you can see that you're on the right path! That's looking great!

-SpitFire
Moderator
SpitFire

3 years ago
It coming along great!
Rick

[Link to www.3dartconcepts.com]

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Critical Mass :: 3D Action Puzzle Game

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